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Curse is a status effect which halves the afflicted target's Attack, Defense, and Magic Power, making them weaker and easier to defeat. Curse lasts after battle until cured. It can be cured with a Cross or Esuna at level 2 or higher.
The Curse status cuts base strength and defense attributes on afflicted characters in half. It can be cured by using a Cross, or Esuna. Players can also inflict the Curse status through the Curse Augment.
When Zack is afflicted with Curse, the DMW will stop spinning. The Cursed Ring accessory grants a stat increase while inflicting a permanent Curse status, while the Heike Soul accessory "unleashes all kinds of powers, but with a curse". It is won after completing every mission.
A cursed character is incapable of performing a Limit Break. It can be cured with a Remedy, Remedy+, Tent, Esuna, an Aura Stone, Aura, or the Treatment command. The status lasts around 21.3 seconds. If a character has chosen their Limit Break before Curse is in effect, the Limit Break will still be used.
Curse prevents characters from using their Overdrives, and stops their Overdrive gauge from filling. Curse is one of the few status aliments that aeons are not protected against. It can be cured by using Dispel or a Holy Water.
Curseproof protects a unit against Curse. Curse Ward is a dummied ability that works the same as Curseproof; the reason for this is that, unlike the majority of statuses which have infliction chances and resistance amounts, Curse operates—much like most of the positive statuses—on a basis of either being immune or not; there is no in-between.
Curse prohibits the party from changing their dresspheres.
Curse affects items, not characters. Cursed items cannot be used and equipped items that become cursed cannot be removed. It does not wear off on its own. It can be cured by reading the Cursebreaking folio, or by the Alchemist's ability Item Esuna.
Curse (呪い, Noroi?) combines a general drop in abilities, a temporary reduction in maximum HP and MP, and also slowing physical movement speed notably. Different creatures have different strength of curses. Some, such as ghost types, have relatively weak curses that only reduce HP and MP by about 25%. Others, like the Rank 3 dragons fought in Burning Circle battles, can reduce players' max HP and MP by as much as 75%. Curse can be removed by Cursna or Holy Water.
A few rare monsters use a special, more powerful form of curse once known as "ST20" (because this was displayed instead of an actual effect name in the game's log window when the effect was first introduced) and now often referred to as "Zombie", which prevents the affected character from recovering any HP or MP by any means until the effect is removed. Officially, the status effect is still called Curse but the help text distinguishes it as a "powerful" curse and the game engine internally considers it to be a separate status effect than any of the other three types of curse statuses.
Finally, there is an extremely rare form of Curse status, called Bane (呪詛, juso?, lit. curse), which is somewhat stronger than most normal curses but is removed the same way. It can only be acquired from the normal attacks of Lost Souls in The Eldieme Necropolis, or from the Bane attack of the Notorious Monster Fear Gorta in Abyssea. It exists seemingly for the sole purpose of being collected by the player for a quest, 'Catch It If You Can!' which involves a tarutaru mage seeking to treat extremely rare status ailments.
A cursed character's attacks are interrupted more often by enemy attacks, while the affected character's own ability to interrupt an opponent's attacks is halved. It can be removed by Esuna or Holy Water, and can be cancelled out with the Vigilance status.
Curse causes 33% more Wound damage to be inflicted to the target, and makes the target more vulnerable to interruptions. It can be removed with a Unicorn Horn, Esuna, Holy Water, or Remedy, and cancelled out with the Vigilance status.
Oerba Yun Fang uses Curse Hunter on enemies afflicted with Curse dealing increased damage.
Warding Talisman makes Lightning immune to Curse.
|King||Armor||Grants resistance to Fire, Ice, Elec, Poison, Stone, Para, Weapon, and Quake.|
|Arthur||Armor||Grants resistance to Stone and Para.|
|Dragon||Helmet||Grants resistance to Stone, Para, Weapon, and Quake.|
|Band||Helmet||Grants resistance to Fire, Ice, Elec, Poison, Stone, Para, Weapon, and Quake.|
|Aezis||Shield||Grants the party Stone, Para, Weapon, and Quake resistance with 100% success.|
|King||Shield||Grants the party Ice, Stone, Para resistance with 255% success.|
|Gaze||Enemy Ability||Inflicts Curs on enemy group.|
|All||Enemy Ability||Resists Fire, Ice, Elec, Pois, Ston, Para, Weapon, and Quake.|
|Change||Enemy Ability||Resists Ston, Para, and Weapon.|
|Par/Wp||Enemy Ability||Resists Para and Weapon.|
|Para||Enemy Ability||Resists Dead, Blin, Slep, Conf, Curs, and Para.|
|CursSong||Enemy Ability||Inflicts Curs on all enemies.|
|Gaze||Enemy Ability||Inflicts Curs; one group.|
A character inflicted with curse will be reduced to half defense and half magic defense. This can be removed by Heal, Pure, Cycle, and Elixir. There is also another kind of curse found on the Muramas, when the equipped character attacks with it, 50% of the total damage dealt is inflicted back on the cursed character.
|Pure||Lost Magic||Inflicts Curse||Curses one enemy or cure Curse.|
|Gaze (2)||Enemy Ability||Inflicts Curse||Curses one enemy.|
|CursSong||Enemy Ability||Inflicts Curse||Curses one enemy or enemy group.|
curse (also called an imprecation, malediction, execration, malison, anathema, or commination) is any expressed wish that some form of adversity or misfortune will befall or attach to some other entity: one or more persons, a place, or an object. In particular, "curse" may refer to such a wish or pronouncement made effective by a supernatural or spiritual power, such as a god or gods, a spirit, or a natural force, or else as a kind of spell by magic or witchcraft; in the latter sense, a curse can also be called a hex or a jinx.A